ix
PENGEMBANGAN MEDIA PEMBELAJARAN MESIN BAKAR 2 TAK DAN 4 TAK BERBASIS AUGMENTED REALITY
TESIS
Diajukan sebagai salah satu syarat untuk memperoleh gelar Magister Pendidikan Teknologi dan Kejuruan
Annafi : 1708039
PROGRAM STUDI PENDIDIKAN TEKNOLOGI DAN KEJURUAN SEKOLAH PASCASARJANA
brought to you by CORE View metadata, citation and similar papers at core.ac.uk
provided by Repository UPI
UNIVERSITAS PENDIDIKAN INDONESIA 2019
PENGEMBANGAN MEDIA PEMBELAJARAN MESIN BAKAR 2 TAK DAN 4 TAK BERBASIS AUGMENTED REALITY
Olehh:
Annafi, S. Pd
Pendidikan Teknik Otomotif Universitas Negeri Padang (UNP), 2009
Sebuah tesis yang diajukan untuk memenuhi salah satu syarat memperoleh gelar Magister Pendidikan pada Program Studi Pendidikan Teknologi dan Kejuruan
©Annafi 2019
Universitas Pendidikan Indonesia Juni 2019
Hak Cipta dilindungi undang-undang
Tesis ini tidak boleh diperbanyak seluruhnya atau sebagian,
Dengan dicetak ulang, di fotocopy, atau dengan cara lain tampa izin penulis.
ABSTRAK
Mesin bakar 2 tak dan 4 tak merupakan salah satu mata pelajaran penting di jurusan TKRO. Hasil belajar siswa pada mata pelajaran mesin bakar 2 tak dan 4 tak tergolong rendah disebabkan siswa masih mengalami kesulitan memahami bentuk visual pada materi ini, karena media pembelajaran yang digunakan masih terbatas.
Penelitian ini bertujuan untuk mengembangkan media pembelajaran augmented reality berbasis android sebagai media pembelajaran mesin bakar 2 tak dan 4 tak.
Penelitian ini menggunakan metode kualitiatif dan kuantitatiif (mix method) dengan pendekatan deskriptif serta penjaringan data digunakan kuesioner. Proses pengembangan media pembelajaran augmented reality menggunakan pendekatan Analisys, Design, Development, Implementation, and evaluation (ADDIE).
Selanjutnya dilakukan pengujian kelayakan pada aspek usability dan penerapan disekolah kepada siswa untuk mengetahui tingkat kemampuan kognitif maupun psikomotorik siswa. Sampel pada penelitian adalah siswa SMK Negeri 1 Kerumutan kelas XI TKRO. Kemampuan kognitif dan psikomotorik siswa mengalami peningkatan serta memperoleh respon positif dari penggunaan media pembelajaran tersebut. Media pembelajaran augmented reality berbasis android dinyatakan layak dan efektif digunakan untuk mendukung proses pembelajaran mesin bakar 2 tak dan 4 tak di sekolah.
Kata Kunci: media pembelajaran, aplikasi, augmented reality, dan android
ABSTRAK
Two and four stroke engines are not one of the important subjects in the TKRO department. Student learning outcomes in 2 and 4 combustion engine subjects are not low because students still have difficulty understanding the visual form on this material, because the learning media used is still limited. This study aims to develop an Android-based augmented reality learning media as a 2-stroke and 4- stroke combustion engine learning media. This study uses qualitative and quantitative methods (mix method) with a descriptive approach and data collection using a questionnaire. The process of developing augmented reality learning media uses the Analysis, Design, Development, Implementation, and evaluation (ADDIE) approaches. Furthermore, a feasibility test was conducted on the aspects of usability and application in schools to students to determine the level of cognitive and psychomotor abilities of students. The sample in the study was students of SMK Negeri 1 Kerumutan in class XI TKRO. Students' cognitive and psychomotor abilities have increased and have received positive responses from the use of learning media. Android-based augmented reality learning media is declared feasible and effective to be used to support the learning process of 2 and 4 fuel engines not at school.
Keywords: learning media, applications, augmented reality, and android
DAFTAR ISI
DATA PENULIS ... ii
LEMBAR PENGESAHAN ...iii
HALAMAN PERNYATAAN ...iv
UCAPAN TERIMAKASIH ... v
ABSTRAK ...vii
DAFTAR ISI ...ix
DAFTAR TABEL ...xii
DAFTAR GAMBAR ...xiv
DAFTAR GRAFIK ...xvi
BAB I PENDAHULUAN ... 1
1.1 Latar Belakang ... 1
1.2 Rumusan Masalah ... 3
1.3 Tujuan Penelitian ... 4
1.4 Mamfaat Penelitian ... 5
BAB II KAJIAN TEORI ... 6
2.1 Pembelajaran ... 6
2.1.1 Pengertian media pembelajaran ... 6
2.1.2 Fungsi dan Manfaat Media Pembelajaran ... 7
2.1.3 Landasan Teori Penggunaan Media Pembelajaran ... 8
2.1.4 Ciri-ciri Media Pembelajaran ... 9
2.1.5 Aspek Dalam Pemilihan Media Pembelajaran ...10
2.1 6 Pengertian Multimedia ...10
2.2 Mesin bakar 2 tak dan 4 tak (KD 3.3) ...11
2.3 Augmented Reality ...12
2.4 Pengaplikasian Teknologi Augmented Reality Berbasis Android Pada Media Pembelajaran ...13
2.5 Langkah-langkah Pembuatan Media Pembelajaran Berbasis AR ...15
2.6 Penelitian yang Relevan ...19
2.7 Kerangka Pikir ...25
BAB III METODE PENELITIAN ...26
3.1 Desain Penelitian ...26
3.2 Partisipan ...30
3.3. Instrumen Penelitian ...30
3.4 Prosedur Penelitian ...32
3.5 Teknik Analisis Data ...33
BAB IV HASIL PENELITIAN DAN PEMBAHASAN ...35
4.1 Hasil Produk Media Pembelajaran ...35
4.1.2 Hasil Proses Analisis (Analysis) ...35
4.1.2 Hasil dari Proses Perencanaan (Desing) ...39
4.1.3 Hasil Dari Proses Pengembangan (Development) ...43
4.2 Validasi Kelayakan Media Pembelajaran ...47
4.2.1 Pengujian Functional Suitability ...47
4.2.2 Pengujian Portability Effeciency ...48
4.2.3 Pengujian Kelayakan Media ...50
4.2.4 Pengujian Kelayakan Materi ...51
4.3 Efektifitas Media Pembelajaran ...53
4.3.1 Hasil Dari Proses Penerapan (Implementasi) ...53
4.3.2 Pengujian Efektifitas Media Pembelajaran ...55
4.3.3 Hasil Evaluasi ...59
4.4 Pembahasan Hasil Penelitian ...61
BAB V SIMPULAN,IMPLIKASI, DAN REKOMENDASI ...64
5.1 Simpulan ...64
5.2 Implikasi ...65
5.3 Rekomendasi ...65
DAFTAR PUSTAKA ...66
DAFTAR TABEL
Tebel 2.1 Kompetensi dasar dan indikator pada Teknologi Dasar Otomotif ...11
Tabel 2.2. Kajian Literatur Penelitian Yang Relevan ...19
Tabel 3.1. Kisi-kisi validasi ahli materi ...30
Tabel 3.2. Kisi-kisi validasi ahli media ...31
Tabel 3.3. Kisi-kisi penilaian siswa ...31
Tabel 3.4. Skor Pernyataan ...32
Tabel 3.5 Kategori kelayakan berdasarkan Ranting Scale ...34
Tabel 3.6 Kategori nilai efektifitas siswa ...34
Tabel 4.1 Proses dan Hasil Analisis...35
Tabel 4.2 Storyboard aplikasi media MesinBakAR ...41
Tabel 4.3 Hasil Pengujian Functional Suitability ...48
Tabel 4.4 Spesifikasi Handphone yang Diujicobakan ...49
Tabel 4.5 Hasil uji coba peforma smartphone ...49
Tabel 4.6 Data Hasil Uji Validasi Media ...50
Tabel 4.7 Data Hasil Uji Validasi Materi ...51
Tabel 4.8 Hasil Revisi Produk Media Pembelajaran ...53
Tabel 4.9 Hasil Rekapitulasi Pengujian Usability ...54
Tabel 4.10 data hasil uji reliabilitas instrumen pengguna/siswa ...54
Tabel 4.11 Data Scale Statistik Instrumen Pengguna/Siswa ...54
Tabel 4.12 Daftar Nilai Pre-test dan Post-test Siswa ...55
Tabel 4.13 Uji Indenpendent Samples T-Test nilai Pre-test dan Post-test Siswa 55 Tabel 4.14 “Indenpenden Samples Test” Untuk Nilai Akademik Pre-test dan Post test Siswa ...56
Tabel 4.15 Hasil Nilai Kegiatan Praktikum Siswa ...57
Tabel 4.16 Uji Indenpendent Samples T-Test nilai Pre-test dan Post-test Siswa .58 Tabel 4.17 “Indenpenden Samples Test” Untuk Kemampuan Keterampilan Praktikum Pre-test dan Post test Siswa ...59
DAFTAR GAMBAR
Gambar 2.1. Model kerucut pengalaman Edgar Dele (Nurseto, 2011)... 9
Gambar 2. 2 Switch Platform Android ...15
Gambar 2. 3 Klik player setting untuk masuk ke konfigurasi ...16
Gambar 2.4 Merubah setting pada Resolution & Other Settings ...16
Gambar 2.5 Konfirmasi import di Unity ...17
Gambar 2.6 Tampilan package vuforia SDK pada window project ...17
Gambar 2.7 Membuat tampilan marker ...18
Gambar 2.8 Memilih objek targer image marker ...18
Gambar 2.9 Bentuk tampilan marker yang dipilih ...19
Gambar 2.10 Kerangka pikir Penelitian ...26
Gambar 3.1 Model Penelitian (Welty, 2007; Series, 2018) ...32
Gambar 3.2. Prosedur penelitian ...33
Gambar 3.3. Skor kelayakan secara kontinu(Hartog, 1999) ...34
Gambar 4.1 Tampilan autocad pada layar monitor ...36
Gambar 4.2 Tampilan vuforiapada smartphone ...36
Gambar 4.3 Tampilan visual studio pada monitor ...37
Gambar 4.4 Tampilan corel draw pada layar monitor ...38
Gambar 4.5 Desain flow chart Aplikasi MesinBakAR ...40
Gambar 4.6 Halaman Spalsh Screen ...44
Gambar 4.7 Halaman Menu Utama ...44
Gamabar 4.8 Halaman Scan ...45
Gambar 4.9 Halamn Quiz ...46
Gambar 4.10 Bentuk Tampilan Skor Jawaban Siswa ...46
Gambar 4.11 Halamn Feedback ...47
HALAMAN GRAFIK
Gafik 4.1 Pengujian Kelayakan Media ...50 Grafik 4.2 Pengujian Kelayakan Materi ...52 Grafik 4.3 Evaluasi Efektifitas Media pembelajaran ...60
DAFTAR PUSTAKA
Agustianasari, c. D. (2015). Peningkatan kualitas pembelajaran ips melalui model discovery learning berbantuan media audiovisual pada siswa kelas vb sdn ngaliyan 01 semarang (doctoral dissertation, universitas negeri semarang).
Al-Said, K. M. (2015). Students’ perceptions of edmodo and mobile learning and their real barriers towards them. Turkish Online Journal of Educational Technology, 14(2), 167–180. https://doi.org/10.5539/elt.v8n1p189
Ali, M. (2009). Pengembangan Media pembelajaran Interaktif Mata Kuliah Medan Elektromagnetik. Jurnal Edukasi@ Elektro, 5(1), 11–18.
https://doi.org/10.1177/0964663912467814
Almomen, R. K., Kaufman, D., Alotaibi, H., Al-Rowais, N. A., Albeik, M., &
Albattal, S. M. (2016). Applying the ADDIE—Analysis, Design, Development, Implementation and Evaluation—Instructional Design Model to Continuing Professional Development for Primary Care Physicians in Saudi Arabia. International Journal of Clinical Medicine, 07(08), 538–546.
https://doi.org/10.4236/ijcm.2016.78059
An, K., & Imania, N. (2016). Lembar Kerja Siswa Berbasis ICT Sebagai Solusi Kegiatan Latihan Pembelajaran Mandiri, 2(32), 1–10.
Archambault, J., Burch, T., Crofton, M., & Mcclure, A. (2008). The Effects of Developing Kinematics Concepts Graphically Prior to Introducing Algebraic Problem Solving Techniques, (July).
Ardhianto, E., & Hadikurniawati, W. (2012). Augmented Reality Objek 3 Dimensi dengan Perangkat Artoolkit dan Blender, 17(2), 107–117.
Arifin, Z., & Wakid, M. (1998). Pengembangan Media Pembelajaran Interaktif, 215–226.
Barraza Castillo, R. I., Cruz Sánchez, V. G., & Vergara Villegas, O. O. (2015). A pilot study on the Use of mobile augmented reality for interactive experimentation in quadratic equations. Mathematical Problems in Engineering, 2015. https://doi.org/10.1155/2015/946034
Batubara, M. H., Mesran, M., Sihite, A. H., & Saputra, I. (2017). Aplikasi Pembelajaran Teknik Mesin Otomotif Kendaraan Ringan Dengan Metode Computer Assisted Instruction ( Studi Kasus : Smk Swasta Karya Pendidik ).
Majalah Ilmiah INTI, 12, 266–270. https://doi.org/10.1127/1860- 1804/2009/0160-0237
Bin, A., Rohaya, D., & Rambli, A. (2013). An Interactive Mobile Augmented Reality Magical Playbook : Learning Number With The Thirsty Crow.
Procedia - Procedia Computer Science, 25, 123–130.
https://doi.org/10.1016/j.procs.2013.11.015
Cai, S., Chiang, F. K., Sun, Y., Lin, C., & Lee, J. J. (2017). Applications of augmented reality-based natural interactive learning in magnetic field instruction. Interactive Learning Environments, 25(6), 778–791.
https://doi.org/10.1080/10494820.2016.1181094
Cheng, K. H., & Tsai, C. C. (2014). Children and parents’ reading of an augmented reality picture book: Analyses of behavioral patterns and cognitive attainment. Computers and Education, 72, 302–312.
https://doi.org/10.1016/j.compedu.2013.12.003
Cheng, K., & Tsai, C. (2016). The interaction of child–parent shared reading with an augmented reality (AR) picture book and parents’ conceptions of AR learning, 47(1), 203–222. https://doi.org/10.1111/bjet.12228
Cubillo, J., Martin, S., Castro, M., & Boticki, I. (2015). Preparing augmented reality learning content should be easy: UNED ARLE - An authoring tool for augmented reality learning environments. Computer Applications in Engineering Education, 23(5), 778–789. https://doi.org/10.1002/cae.21650 Darmawan, D., Setiawati, P., Supriadie, D., & Alinawati, M. (2017). Penggunaan
Multimedia Pembelajaran Interaktif Englishsimple Sentences Pada Mata Kuliah Basic. PEDAGOGIA : Jurnal Ilmu Pendidikan, 630–644.
Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 7–22.
https://doi.org/10.1007/s10956-008-9119-1
Edukasi, A. (2013). Implementasi Augmented Reality di Museum : Studi Awal Perancangan Implementasi Augmented Reality di Museum :, (May 2014).
El Sayed, N. A. M., Zayed, H. H., & Sharawy, M. I. (2011). ARSC: Augmented reality student card. Computers {&} Education, 56(4), 1045–1061.
https://doi.org/DOI: 10.1016/j.compedu.2010.10.019
Elkaseh, A. M., Wong, K. W., & Fung, C. C. (2016). Perceived Ease of Use and Perceived Usefulness of Social Media for e-Learning in Libyan Higher Education: A Structural Equation Modeling Analysis. International Journal of Information and Education Technology, 6(3), 192–199.
https://doi.org/10.7763/IJIET.2016.V6.683
Feoh, G., Metha, P., & Cristyadi, F. (2018). di SD Tegal Jaya Menggunakan Augmented Reality Berbasis Android, (November).
Gomez, K., & Lee, U. S. (2015). Situated cognition and learning environments:
implications for teachers on- and offline in the new digital media age.
Interactive Learning Environments, 23(5), 634–652.
https://doi.org/10.1080/10494820.2015.1064447
Hartog, D. N. Den. (1999). Culture Specific And Cross- Culturally Generalizable Implicit Leadership Theories : Are Attributes Of Charismatic / Transformational Leadership Universally Endorsed ? 1, 10(2), 219–256.
https://doi.org/10.1016/S1048-9843(99)00018-1
Hsiao, K. F., Chen, N. S., & Huang, S. Y. (2012). Learning while exercising for science education in augmented reality among adolescents. Interactive
Learning Environments, 20(4), 331–349.
https://doi.org/10.1080/10494820.2010.486682
Hsieh, M., & Lee, J. (2008). AR Marker Capacity Increasing for Kindergarten English Learning, I, 19–21.
Kamphuis, C., & Barsom, E. (2014). Augmented reality in medical education?, 300–311. https://doi.org/10.1007/s40037-013-0107-7
Kelly, D., Hoang, T. N., Reinoso, M., Joukhadar, Z., Clements, T., & Vetere, F.
(2018). Augmented reality learning environment for physiotherapy education. Physical Therapy Reviews, 23(1), 21–28.
https://doi.org/10.1080/10833196.2018.1447256
Kosasi, S., & Informasi, D. S. (2015). Perancangan E-learning untuk Meningkatkan Motivasi Belajar Guru dan Siswa, (September).
Küçük, S., Kapakin, S., & Göktaş, Y. (2016). Learning anatomy via mobile augmented reality: Effects on achievement and cognitive load. Anatomical Sciences Education, 9(5), 411–421. https://doi.org/10.1002/ase.1603
Kurilovas, E., Kubilinskiene, S., & Dagiene, V. (2014). Computers in Human Behavior Web 3 . 0 – Based personalisation of learning objects in virtual learning environments. Computers in Human Behavior, 30, 654–662.
https://doi.org/10.1016/j.chb.2013.07.039
Lau, N., Oxley, A., & Nayan, M. Y. (2012). An augmented reality tool to aid understanding of protein loop configuration. 2012 International Conference on Computer and Information Science, ICCIS 2012 - A Conference of World Engineering, Science and Technology Congress, ESTCON 2012 -
Conference Proceedings, 1, 500–505.
https://doi.org/10.1109/ICCISci.2012.6297297
Lestari, E. P. (2015). Pengaruh Penggunaan Bahan Ajar Online Terhadap Prestasi Mahasiswa Universitas Terbuka, (1974).
Lubis, H. Z., & Elvianti, D. (2018). Pengembangan Media Pembelajaran Akuntansi Berbasis Android Dengan Aplikasi “ AKSI ( Asah Akuntansi ),”
11–23.
Mahnun, N. (2012). Media Pembelajaran (Kajian terhadap Langkah-langkah Pemilihan Media dan Implementasinya dalam Pembelajaran). An-Nida’, 37(1), 27–35.
Maksudi, H., Wiharna, O., & Rohendi, D. (2016). Pengaruh Penggunaan Multimedia Animasi Pada Pembelajaran Kompetensi Dasar Memperbaiki Sistem Starter Terhadap Peningkatan Hasil Belajar Siswa Smk. Journal of Mechaninal Engineering Education, 3(2), 174–182.
Mckagan, S. B., Perkins, K. K., Dubson, M., Malley, C., Reid, S., Lemaster, R., &
Wieman, C. E. (2010). Developing and researching PhET simulations for teaching quantum mechanics Developing and researching PhET simulations for teaching, 406(2008). https://doi.org/10.1119/1.2885199
McMahon, D., Cihak, D. F., & Wright, R. (2015). Augmented reality as a navigation tool to employment opportunities for postsecondary education students with intellectual disabilities and Autism. Journal of Research on
Technology in Education, 47(3), 157–172.
https://doi.org/10.1080/15391523.2015.1047698
Menarik, P. Y. (n.d.). Membuat Media Pembelajaran yang Menarik – Tejo Nurseto, 19–35.
Metode, M., Autoregressive, A., Average, M., & Cv, D. (2014). Pembuatan Aplikasi Pendukung Keputusan Untuk Peramalan Persediaan Bahan Baku Produksi Plastik Blowing dan Inject, 3(2).
Modul, P., & Autocad, K. (2013). Pengembangan Modul Pembelajaran Autocad Untuk Meningkatkan Efektivitas Pembelajaran Siswa Kelas X TPM di SMKN 1 Sidoarjo Muhammad Patkur, 01.
Moedjiono, S., Nurcahyadi, & Kusdaryono, A. (2018). Media Interactive Learning and biology subjects implementation with augmented reality application. Proceedings of the 2nd International Conference on Informatics and Computing, ICIC 2017, 2018–Janua, 1–6.
Mondigo, L., & Lao, D. M. (2017). E-learning for introductory Computer Science concept on recursion applying two types of feedback methods in the learning assessment. Asian Association of Open Universities Journal, 12(2), 218–229.
https://doi.org/10.1108/AAOUJ-02-2017-0019
Mulyatiningsih, E. (2016). Dra. Endang Mulyatiningsih, M.Pd. Retrieved from http://staff.uny.ac.id/dosen/dra-endang-mulyatiningsih-mpd
Mustaqim, I. (2016). Pemanfaatan Augmented Reality Sebagai Media Pembelajaran, 13(2), 174–183.
Nusir, S., Alsmadi, I., Al-Kabi, M., & Sharadgah, F. (2012). Studying the Impact of Using Multimedia Interactive Programs At Children Ability To Learn Basic Math Skills. Acta Didactica Napocensia, 10(3), 305–319.
https://doi.org/10.2304/elea.2013.10.3.305
Osman, K., & Lee, T. T. (2014). Impact of Interactive Multimedia Module With Pedagogical Agents on Students’ Understanding and Motivation in the Learning of Electrochemistry. International Journal of Science and Mathematics Education, 12(2), 395–421. https://doi.org/10.1007/s10763- 013-9407-y
Pada, M., Gaya, M., Momen, D. A. N., Kelas, D. I., Smk, X. T. G. B., & Design, P. (n.d.). pembelajaran pada materi gaya dan momen . Media ini dapat mempermudah ingatan siswa untuk memahami Key word : Miniature Media , Problem Based Instruction , Force and Moment, 1–10.
Pektas, H. M. (2016). Computers in Human Behavior Augmented reality in science laboratories : The effects of augmented reality on university students
’ laboratory skills and attitudes toward science laboratories, 57, 334–342.
https://doi.org/10.1016/j.chb.2015.12.054
Rahutama, R. (n.d.). Penerapan Media Pembelajaran Multimedia Interaktif Berbasis Adobe Flash Cs 6 Untuk Meningkatkan Hasil Belajar Siswa Pada Kompetensi Sistem Ac Implementation of Media Based Interactive Multimedia Learning Adobe, 75–83.
Rasalingam, R., Muniandy, B., & Rass, R. (2014). Exploring the Application of Augmented Reality Technology in Early Childhood Classroom in Malaysia, 4(5), 33–40.
Rohendi, D., Dulpaja, J., Education, V., Education, M., & Program, S. (2013).
Connected Mathematics Project ( CMP ) Model Based on Presentation Media to the Mathematical Connection Ability of Junior High School Student, 4(4), 17–22.
Rohendi, D., & Hendarwin, H. (2010). Penggunaan Multimedia CAI Pada Pembelajaran Mekanik Otomotif Kompetensi Pemeliharaan Rem Hidrolik Di Smk. Invation of Vocational Technology Education, 6 (1), 463-469.
Series, C. (2018). Developing Media Module Proposed to Editor in Editorial Division. Journal of Physics: Conf. Series 947 (2018) 012054
Smith, C. C., Cihak, D. F., Kim, B., McMahon, D. D., & Wright, R. (2017).
Examining Augmented Reality to Improve Navigation Skills in Postsecondary Students With Intellectual Disability. Journal of Special
Education Technology, 32(1), 3–11.
https://doi.org/10.1177/0162643416681159
Suwiwa, I. G., Santyasa, I. W., Kirna, I. M., Kurikulum, U., Jasmani, P., Penjaskesrek, R., & Olahraga, F. (2014). Pengembangan Multimedia Interaktif Pembelajaran Pada Mata Kuliah Teori Dan Praktik Pencak Silat, 4.
Tobar-Muñoz, H., Baldiris, S., & Fabregat, R. (2017). Augmented Reality Game- Based Learning: Enriching Students’ Experience During Reading Comprehension Activities. Journal of Educational Computing Research, 55(7), 901–936. https://doi.org/10.1177/0735633116689789
Turan, Z., Meral, E., & Sahin, I. F. (2018). The impact of mobile augmented reality in geography education: achievements, cognitive loads and views of university students. Journal of Geography in Higher Education, 42(3), 427–
441. https://doi.org/10.1080/03098265.2018.1455174
Violante, M. G., & Vezzetti, E. (2015). Virtual interactive E-learning application:
An evaluation of the student satisfaction. Computer Applications in Engineering Education, 23(1), 72–91. https://doi.org/10.1002/cae.21580 Wei, X., Weng, D., Liu, Y., & Wang, Y. (2015). Teaching based on augmented
reality for a technical creative design course. Computers and Education, 81, 221–234. https://doi.org/10.1016/j.compedu.2014.10.017
Welty, G. (2007). “The ‘Design’ Phase of the ADDIE Model,” Journal of GXP Compliance, Vol. 11, No. 4, July 2007, pp. 40-48 (Corrected version).
Journal of GXP Compliance, 11(4), 40–48. Retrieved from http://www.wright.edu/~gordon.welty/J_GXP_C_Design_07_07.pdf
Yilmaz, R. M. (2016). Computers in Human Behavior Educational magic toys developed with augmented reality technology for early childhood education.
Computers in Human Behavior, 54, 240–248.
https://doi.org/10.1016/j.chb.2015.07.040
Zulkifli, H., Razak, K. A., & Mahmood, M. R. (2018). The Usage of ADDIE Model in the Development of a Philosophical Inquiry Approach in Moral Education Module for Secondary School Students. Creative Education, 09(14), 2111–2124. https://doi.org/10.4236/ce.2018.914153.